[NEWS] Oh no They say he's got to go... |
Jaldon
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Post subject: [NEWS] Oh no They say he's got to go... Posted: Tue Jan 10, 2006 1:28 am |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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Thanks to all for their support, and I do really look forward to working with all of you, for as long as the party will last
Not trying to be a stick in the mud, but I am putting together the next list as quickly as possible (Time Willing), and hope to have it up sometime this week.
For those interested parties, Chroma and company, there work in the interm hasn't been lost, nor should they consider it 'dead' if it isn't part of that list. Consider the un-posted ideas as just on the back burner for now.
The new list will contain some of the stuff that was done in the interm period, basically because some of them were real good ideas that don't upset the basic structure of the Nid Army.
Two issues I do want to work hard on, and want posters to consider between now and when I get it posted are.....
(1) All of the special rules given at the start of the Nid List. I really want to get these clear, easily understood, and workable (As this pertains to the Nid Army)
(2) Macro Weapons everywhere, should we consider sawing some of them down in lesser Nid Monsters. Just for example the following; Monstorous Claws MWTK +1 attack Huge Claws MW +1 attack Big Claws/Schyting Talons +1 attack
Or are we happy with the results already obtained using them.
Jaldon 
_________________ Brave sir Robin, when danger reared its ugly head he bravely turned his tail and fled, Brave sir Robin.
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ragnarok
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Post subject: [NEWS] Oh no They say he's got to go... Posted: Tue Jan 10, 2006 10:00 am |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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On point two, I never played this nor knew how to (and for a long time I didn't know it existed )
I also couldn't figure out how it worked, since (in my mind) once two formations had mered, I couldn't see how they could unmerge without breaking cohereancy.
_________________ Tyranid air marshal
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Chroma
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Post subject: [NEWS] Oh no They say he's got to go... Posted: Tue Jan 10, 2006 3:50 pm |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada
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Quote (ragnarok @ 10 Jan. 2006 (09:00)) | I also couldn't figure out how it worked, since (in my mind) once two formations had mered, I couldn't see how they could unmerge without breaking cohereancy. |
The composition of a Tyranid swarm (formation) is only determined at the start of the turn. ?So, if you had two Synapse groups near each other, ie, within coherency/synapse, you could decide, at the beginning of a turn, that they were all acting together. ?Then they'd activate and move/act as one formation and be treated as a single target for the enemy.
If, in the following turn, you didn't want them together, then all brood creatures nearest each Synapse group would belong to the appropriate Synapse group and you'd have two formations again, though they'd most likely start co-mingled, and they could perform two different actions during the turn and wouldn't have to remain in coherency of each other.
Does that help?
As well. you can't, in the middle of a turn, decide to combine/break up Synapse swarms, it's only done at the start of each turn.
I know I was going to do it in my next WIP, and I'm not sure if I added it to the current one, but I was could to include the stipulation that "Synapse creatures within 15cm of another Synapse creature may decide to combine into one swarm..." so that you'd have to get them closer together to do it, just having Brood creatures within 15cm of another swarms Brood creatures wouldn't be enough to do it.
_________________ "EPIC: Total War" Lead Developer
Now living in Boston... any EPIC players want to meet up?
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Chroma
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Post subject: [NEWS] Oh no They say he's got to go... Posted: Tue Jan 10, 2006 3:57 pm |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada
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Quote (Hena @ 10 Jan. 2006 (06:39)) | 1. The 5cm range between Tyranid Warriors. Your last post I think meant that we can drop this and they can be placed within the formation (without needing to be 5cm from each other). |
With this 5cm Tyranid Warrior coherency, one thing seems to be consistently missed: ?The Tyranid formation is not just the Warriors, it's the Warriors *plus* their Brood creatures, that is the actual "formation".
When you add a group of units to a formation, such as Ogryn to IG infantry, do you require the two Ogryn stands to always be within 5cm of each other? ?I'm not sure why people seem to have the belief that the Warriors always need to be within 5cm of each other. ?If they were the only survivors of the unit, certainly! ?But if there are other units in the formation, what is the rational for saying that the Warriors must remain within 5cm of each other?
_________________ "EPIC: Total War" Lead Developer
Now living in Boston... any EPIC players want to meet up?
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ragnarok
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Post subject: [NEWS] Oh no They say he's got to go... Posted: Tue Jan 10, 2006 4:05 pm |
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Joined: Fri Jun 24, 2005 2:43 pm Posts: 2084 Location: Reading, England
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The only reason I can think of is to stop nid formations from forming a picket line, with the arriors spread out as far as they can.
A warrior brood thus deployed could have a front of 90cm. Very usful for cathcing prey and forcing an engagement.
Under the 5cm rule the front is reduced to 40cm.
_________________ Tyranid air marshal
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Chroma
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Post subject: [NEWS] Oh no They say he's got to go... Posted: Tue Jan 10, 2006 5:08 pm |
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Joined: Fri Jun 24, 2005 3:06 pm Posts: 9684 Location: Montréal, QC, Canada
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Quote (ragnarok @ 10 Jan. 2006 (15:05)) | Under the 5cm rule the front is reduced to 40cm. |
Well, other armies can form massive picket lines as well, of course, those can be broken in assualts and such, but that thin spiky line is succeptible to shooting, particularly if the enemy shoots a big gap in the middle, you might not be able to get everything back into coherency unless you double or march... and that's one less engage. And respawning won't help to close that gap as it happens *after* the move portion of a marshal.
Perhaps Synapse creatures should have to remain within synapse range of each other (including in combined swarms), that should reduce the pickets somewhat.
I guess I've never been found of deploying my forces, even Tyranids, so thinly, especially as it's basically garranteed I won't be going first with them.
_________________ "EPIC: Total War" Lead Developer
Now living in Boston... any EPIC players want to meet up?
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Jaldon
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Post subject: [NEWS] Oh no They say he's got to go... Posted: Wed Jan 11, 2006 2:51 am |
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Joined: Thu Sep 04, 2003 6:38 am Posts: 720 Location: Utah, pick a Pacific Island the other half of the year.
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1. The 5cm range between Tyranid Warriors. Your last post I think meant that we can drop this and they can be placed within the formation (without needing to be 5cm from each other).
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In the next list I am redefining just what a swarm is (a formation) and stating the Synapse Creatures are simply another unit in that formation. Therefore they only need to be within 5cms of another unit in the swarm, any unit.
2. Combining synapse. You wanted to remove this? So Hive Tyrant is on its own. I Haven't played with combining synapses and can live with it without much problems.
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It is going to be clearly stated that Synapse Creatures cannot be combined, it is what the special ability 'Commander' is for. Not only does this cause un-needed confusion, but can be more easily handled by re-defining how Synapse Creature formations can be put together. I will be touching on just this issue in the new list when I post it, and introducing a stop gap formation to test it.
3. Application of rule 1.7.4. Can the synapse creature send the its formation away to another without needing to leave 5cm string of units or destroying itself? IHMO it should be able to, but this might be too good of an advantage.
A player can, and still will be able, to do this. But I am working on more clearly defining how this will operate. The basic jist is that the Nid player is going to have to keep 'in formation' with everything EXCEPT Synapse Creatures with a move of 0cm (Big Hint).
Special rules. Do you want them to be clearer worded? But all the rules stay. I can try to put some possible wordings down at home later on about synapse. But I would like to get clarification on some issues about it.
I am not going to be removing any special rules, at this time, but some of them definitely need to be re-worded. In the next list I am going to attempt just that, and then I want you guys to rip apart what I have done and offer some suggestions on fixing it even better. This way we will all have a solid baseline to work from. (Besides I really do need you guys to rip it up, a writer always knows what he is trying to say, but that doesn't mean the reader does
On claws. Well thats in essence what we have. Plus the one without any extra attacks, which is just to give some close combat weapons to unit.
As usual I really didn't make myself clearly understood

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When the new list is posted you are going to see some real changes in the layout of the Nid Brood Creatures, not stats yet, and the direction I want to move them in and why will be posted with the list.
Basically the question should be would we/should we reduce the number of MW in the Brood Creatures to reduce their costs and make them more available. Would players object? Would this ruin the army? etc...........
Overall when the next list is posted I am not only going to be putting that list up, and I am working on it as fast as I can, but I will also be including the reasons why I did what I did, what questions I do have about what you guys want, what direction I want to go in, and what I want to concentrate our early efforts on.
Now just because I do want to break the list down and work on a section at a time doesn't mean the rest of the list is going to be ignored, far from it, rather it means that most of the effort is going to be directed at getting the section being worked on right and adding other stuff as desired/needed without worrying too awful much about it's overall balance.
Hopefully this all will give us a definite direction, and a solid base to work off of.
Jaldon

It is also a WE in 40K so it really should keep that sticking power.